GLuint mask = ctx->PixelMaps.StoS.Size - 1;
GLuint i;
for (i = 0; i < n; i++) {
- stencil[i] = ctx->PixelMaps.StoS.Map[ stencil[i] & mask ];
+ stencil[i] = (GLstencil)ctx->PixelMaps.StoS.Map[ stencil[i] & mask ];
}
}
}
const GLuint mask = ctx->PixelMaps.StoS.Size - 1;
GLuint i;
for (i = 0; i < n; i++) {
- indexes[i] = ctx->PixelMaps.StoS.Map[ indexes[i] & mask ];
+ indexes[i] = (GLuint)ctx->PixelMaps.StoS.Map[ indexes[i] & mask ];
}
}
if (needClamp) {
GLuint i;
for (i = 0; i < n; i++) {
- depthValues[i] = CLAMP(depthValues[i], 0.0, 1.0);
+ depthValues[i] = (GLfloat)CLAMP(depthValues[i], 0.0, 1.0);
}
}
const struct gl_framebuffer *fb = ctx->ReadBuffer;
const GLint srcX0 = *srcX, srcY0 = *srcY;
- if (_mesa_clip_to_region(fb->_Xmin, fb->_Ymin, fb->_Xmax, fb->_Ymax,
+ if (_mesa_clip_to_region(0, 0, fb->Width, fb->Height,
srcX, srcY, width, height)) {
*destX = *destX + *srcX - srcX0;
*destY = *destY + *srcY - srcY0;